For some reason, the only way to get a cyan crewmate is by cycling
through an already-existing crewmate by keeping left-clicking on it.
This is because when you cycle through crewmate colors, the allowed
colors are 0-5, but when you place down a crewmate, it picks a random
color from 1-5, which seems to be a bit consistent.
So placing and cycling a crewmate now use the same color ranges.
Blackout mode doesn't work properly, because the game doesn't actually
black out the screen, it merely stops drawing things. Oh and only some
things at that, some other things are still drawn. This results in a
freeze-frame effect, which is apparently fixed in the Switch version.
Custom levels utilize this freeze-frame effect, so it's a bit annoying
that the "Game paused" screen draws on top of it and makes it so that
the freeze-frame freezes on "Game paused" until blackout is turned off.
So I'm making it so that "Game paused" doesn't get drawn in blackout
mode. However it will still do graphics.render() because otherwise it'll
just result in a black screen.
This fixes being able to trigger Undefined Behavior by pressing R when
not in-bounds in the Outside Dimension VVVVVV map, usually when you're
falling upwards towards Game Complete.
I also put bounds checks on normal roomdeaths for good measure. You'll
never know when you need it.
Instead of using somewhat-obtuse for-loops to initialize or reset these
vectors, it takes up less lines of code and is clearer if we use
std::vector::resize() and std::vector::clear() instead.
This didn't cause any issues on the old push_back(string) system, but it
causes a huge alignment issue now. Don't know why these 7 zeroes are
here, but I'm fixing them.
It's a bit inconsistent how every time you toggle flip mode, it does
this flashing and shaking (and different SFX), regardless of whether or
not you're turning it on or off. To be more consistent with what happens
when you toggle screen effects, only turning on Flip Mode should do the
flashing/shaking/game-saved sound, and turning it off should just play
the Viridian squeak.
It's always personally irked me that the only time you get a Viridian
squeak when pressing ACTION to start fading out and going in-game is
when you start playing a custom level. And that's only if you don't have
a quicksave.
To make things more consistent (and to add more polish to the game), I
made sure there was a music.playef(11) every time game.mainmenu gets
set. I also made sure that this doesn't result in double-squeaking, i.e.
music.playef(11) being called twice, which can be very loud and
ear-hurting.
If you started a new game while having had a save (meaning you selectedd
"new game" while it wasn't in the same position as "continue"), then
saved and quit, your cursor will now end up at "continue" instead of
"new game". (If you didn't save, then your cursor would be out-of-bounds
and end up at position 0 anyway.)
For some reason (probably a copy-paste error), this XML tag gets atoi()
called on it before being assigned to Game::hardestroom. And only when
loading a quicksave, at that.
This would result in Game::hardestroom being set to an empty string,
which if you kept until Game Complete, would end up rendering as a
single null byte (if you even have a font face for said null byte).
I'm not sure how this error compiles in the first place, but whatever.
Whenever I compile with -O2, GCC gives me a warning that the return
value of fread() is being ignored. Which is a fair point, it means that
we're not doing proper error handling if something goes wrong. But I'm
also going to check the return value of fwrite() for good measure.
I believe that checking that this number is not equal to length is the
way to catch all errors and output an error message accordingly. I
didn't use ferror() or feof() mostly because I think it takes up too
much code. Also an error from fwrite() only says "Warning" because I
don't think there's much we can do if we don't fully write all bytes to
the intended file.
Previously, it was used to parse 30 strings whenever loading a room. But
now it's no longer used since we just assign the tilemap to the vector
directly.
They are now stored in const int arrays instead. Except for the Prize
for the Reckless room, which I made sure had its spikes removed in No
Death Mode and the Time Trial.
Instead, they're all stored in a constant int array.
I made sure The Gravitron still has 30 rows just like Outer Space,
though I don't think it matters.
Previously:
- Linux: xdg-open
- Everything else: open
Now:
- macOS and Haiku: open
- Everything else: xdg-open
This is all according to a comment by leo60228 in PR #203.
This change makes it so that in in-editor playtesting, the code to
handle pressing ENTER on activity zones is the same code to handle
pressing ENTER on activity zones in custommodeforreal.
This removes the need to copy-paste code and adapt it to in-editor
playtesting. And thus, this fixes an editor artifact where you can press
ENTER on activity zones while doing the death animation, even though you
can't do that when you're playing custom levels normally.
Since this is at the start of maprender(), the text boxes drawn by this
function will get hidden behind everything else being drawn on top of
it. Thus, it'll only result in a glitchy rendering where the text boxes
at the very top of the screen will be rendered in the roomname space of
the map screen.
To fix this rendering glitch, just remove the drawgui(). It's useless
anyway since it's being drawn behind everything else, so no need to have
it here.
We need to replace an "or" with an "and".
My best guess for this oversight happening was because of the weird
ordering. The code originally did "temp < 30" first and "temp > -30"
second instead of the other way around. With the weird ordering, it
becomes more natural to insert an "or" instead of an "and". So I swapped
around the ordering just for good measure.
This is also fixed in the mobile version.
This fixes horizontal and vertical warp backgrounds not resetting, and
also a bunch of other 1-frame glitches, most noticeably cutscene bars
and fadeouts.
This adds a new variable shouldreturntoeditor to Game to signal whether
or not it should return to editor at the end of the frame.
It's a bit annoying how vvvvvvman status is preserved between in-game
sessions, and the only thing reset is the color. This is annoying
because it means you have to close the game to reset vvvvvvman.
But now it'll be reset properly. I chose to put this reset code in
mapclass::resetplayer() instead of scriptclass::hardreset() because it
seemed like the more appropriate place. It's where all other properties
of the player are reset, after all.
This is to be extra safe and ensure that your hard-earned record isn't
lost at all.
In 2.2, the game didn't save your Super Gravitron record at all. It only
saved it if you closed the game by quitting to the title screen and
pressing ACTION on "quit game". You couldn't press Alt+F4, and you
couldn't press X, you had to do it that way, otherwise your record would
be lost.
In 2.3 right now, the game WILL save your unlock.vvv when you close the
game gracefully by any means, but this still means that if it doesn't
otherwise close gracefully (like, say, a crash), it won't save your
record. It feels like we shouldn't rely on this catch-all saving to save
Super Gravitron records.
Flag 67 seems to be a general-purpose Game Complete flag. It's used to
replace the CREW option with the SHIP option on the pause screen.
Unfortunately, it gets turned on too early during Game Complete. Right
when Viridian starts to teleport, you can bring up the pause screen and
select the SHIP option.
It will teleport you to the ship coordinates, but still keep you in
finalmode, and since the ship coordinates are at 102,111 (finalmode is
only around 46,54), you'll still be stuck in Outside Dimension VVVVVV,
and you've interrupted the Game Complete gamestate by switching to the
teleporting gamestate. Oh, and your checkpoint is set, too, so you can't
even press R. Oh and since there's no teleporter, and checkpoint setting
doesn't check the sentinel value, this results in Undefined Behavior,
too.
So this results in an in-game softlock. The only option you can do is
quit the game at this point.
To fix this issue, just move turning on flag 67 before the savetele() in
gamecompletelogic2().
This makes it so if you bring up the quit screen during a faded-out
screen, you will at least see the screen and won't see black. And also
the fade-in and fade-out animations will still work on the quit screen.
And more importantly, I tested and there's no 1-frame flicker or
anything.
This was used by the old system, which also had an over-reliance on
Terry's State Machine. And due to the fact that it relied on fademode,
it also meant that bringing up the pause screen while faded-out would
result in the player getting sent back to the menu, so one accidental
Esc press during a cutscene could mean countless hours of progress lost
(especially in custom levels).
This would cause the editor to think that it itself is in the middle of
fading to the menu, and so then will fade to the menu, thus losing any
unsaved work without warning.
Having to rely on a script means the fade out wouldn't be self-contained
in MAPMODE, which could cause a small issue where you could die during
the return to the lab. But that issue is now fixed. There's no need to
use the script, and anyway the endcutscene() and untilbars() in said
script don't do anything because there are no cutscene bars in the first
place, so no need to worry about those.
Again, what I've done here is removed the over-reliance on Terry's State
Machine to return to the lab, and just moved it into separate variables
instead. This means that returning to the lab is ALMOST entirely
self-contained in MAPMODE, except there's a quick jaunt over to GAMEMODE
to run a script because you can only run scripts in GAMEMODE.
Alright, so what I've done here is made exiting to the menu entirely
separate from Terry's State Machine, and thus it can now take place
entirely within MAPMODE instead of having to go back to GAMEMODE. Also,
it's faster by 15 frames since we don't need to wait for the map screen
to go back down.
This cleans up a whole lot of kludge variables, because this aggressive
hardreset() right as ACTION is pressed doesn't do anyone any favors.
This aggressive hardreset() was probably here because of the whole fact
that exiting to the menu uses Terry's State Machine, to minimize the
chances of interruption, but it actually causes more issues and allows
towers to interrupt the fadeout. And we should fix the root cause (the
usage of the state machine) instead of patching together some kludge.
I don't want the quit code to only be in the state machine, but I'll
keep the gamestate around for compatibility reasons (there are custom
levels that directly use gamestate 80 to quit to the menu).
Due to the previous commit, these will no longer be regularly taking in
out-of-bounds entity indices. Or at least they shouldn't, so I'm putting
in these print statements here on the off-chance that they do.
Otherwise, this would result in the game updating an entity twice, which
isn't good. This is most noticeable in the Gravitron, where many
Gravitron squares are created and destroyed at a time, and it's
especially noticeable during the part near the end of the Gravitron
where the pattern is two Gravitron squares, one at the top and bottom,
and then two Gravitron squares in the middle afterwards. The timing is
just right such that the top one of the two middle ones would be
misaligned with the bottom one of the two when a Gravitron square gets
outside the screen.
To do this, I changed entityclass::updateentities() into a bool, and
made every single caller check its return value. I only needed to do
this for the ones preceding updateentitylogic() and
entitymapcollision(), but I wanted to play it safe and be defensive, so
I did it for the disappearing platform kludge, as well as the
updateentities() within the updateentities() function.
Apparently, the game just leaves minitowermode on, which can cause
issues if you're in a horizontal warping room (and not any other room
type, due to how frame ordering works). This would manifest itself as a
wrong warp to (20,20) because the game is trying to apply the hardcoded
minitower screen transitions when it shouldn't be.
The main ones to beware of here are entityclass::updateentities(),
entityclass::updateentitylogic(), and entityclass::entitymapcollision().
They would index out-of-bounds and thus commit Undefined Behavior if the
entity was removed in entityclass::updateentities(). And it would've
been fine enough if I only added bounds checks to those functions.
However, I decided to be a bit more defensive and play it safe, and
added bounds checks to ALL functions taking in not only an entity
indice, but also blocks and linecrosskludge indices.